#include "Model.h"

Model::Model()
{
	Init();
	/*currentState	= 0;
	Normal			= 1;
	Warp			= 2;*/
}

void Model::Init()
{
	changeState();
	ship.Init();//run friendlyship
	//ship.Draw();//draw friendlyship
}

bool Model::Update(MouseInfo MI)
{	
	//mouseClicked->mouseOver(MI.pos);//clickable sequence ???

	switch(mouseClicked->getType())
	{
	case METER1:
		//ship weapon update
		break;
	case METER2:
		//ship shield update
		break;
	case GRID:
		//warp state condition
		//if true galaxy update
		//G.Update(MI);
		
		//if false quadrant update
		//Q.Update(MI);
		break;
	case LONGRANGESCAN:
		//mouse click condition
		//if(mouseClicked->Update(MI.Clicked) == true)//why don't you work!!?
		//{
		//	changeState();
		//}
		mouseClicked->getType() == INVALID;
		break;
	case INVALID:
		return false;
		break;
	};
	//mouseInfo.pos;		//get xy position
	//mouseInfo.Clicked;	//say true or false
	//need something to know when the game is over
	return true;
}

void Model::changeState()
{
	//currentState = Normal;
	//switch(currentState)
	//{
	//case Normal:
	//	//quadrant
	//	break;
	//case Warp:
	//	//galaxy
	//	break;
	//};

	//if(currentState == Warp)
	//{
	//	//galaxy
	//	Draw();
	//}
	//else
	//{
	//	//Quadrant
	//	Draw();
	//}
}

void Model::Draw()
{
	//galaxy draw
	//G.Draw();
	//LRS.Draw();
	//ship.Draw();

	//quadrant draw
	//Q.Draw();
	//LRS.Draw();
	//ship.Draw();
}